System development
Player Data
Inspect the Player Entity, its component data, calculated gameplay projections, and every Entity directly owned by the Player.
Identity
—
- Player Entity
- —
- Account created
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- Entity created
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- Entity version
- —
- Components
- —
- Owned loaded
- —
Calculated state
Gameplay summary
- Overall level
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- Total XP
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- Action Points
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- AP regeneration
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- Money
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- Supporter
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- Trained Skills
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- Server time
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Primary entity
Components
These are the data-only component instances attached directly to the Player.
Relationships
Owned Entities
Every Entity with an ownedBy.ownerEntityId relationship to this Player appears here, regardless of feature or Entity kind.
Progression projection
Skills
Skill levels are derived from XP tracks stored in the Player's Skills component.
Server response
Complete sanitized projection
Refresh to inspect the Player.
System development
Supporter & Action Points
Authoritative state is calculated by the server. Development controls simulate deferred integrations.
Action Points
Live estimate
—/ — soft cap
- Regeneration
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- Next point
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- Server anchor
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- Subscriber plan
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- Subscriber ends
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- Renews
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- Preserved Donator
- —
- Donator access ends
- —
Mock monetization
Entitlement actions
These controls stand in for inventory and verified billing events.
Development controls
AP and clock
Server state
Latest result
- Game time
- —
- Clock offset
- —
- Player version
- —
- Last events
- None
Refresh or run a command to inspect its result.
System development
Activities & Money
Run an immediate Activity and inspect its authoritative AP cost, random output, Wallet mutation, and completed event.
Development task
Community Service
Loading the authoritative Activity definition…
- Available AP
- —
- Current Money
- —
- Handiness level
- 1
- Handiness XP
- 0 XP
—
—
- Minimum
- —
- Expected
- —
- Maximum
- —
- Overall XP
- —
- Handiness XP
- —
Latest outcome
No Activity performed
Choose an AP amount to test the Activity.
Server state
Latest Activity result
Run Community Service to inspect its command result.
System development
Experience & Skills
Inspect derived levels and the Skill progress tracks stored on the Player Entity.
Overall progression
1level
- Total XP
- 0
- Current threshold
- 0
- Next threshold
- 3,780
- Remaining
- 3,780
Development control
Set exact XP
Player component
Trained Skills
Server state
Latest Progression result
Change XP or perform Community Service to inspect the result.
System development
Mining & Raw Materials
Author Substances and Deposits, then extract an exact-volume material mixture through the request-response ECS pipeline.
Runtime catalog
Substances
Density is stored as whole mg/cm³. Commonness is configured by each Deposit and never derives from density.
Runtime catalog
Deposits
Extraction test
Mining
Loading the Mining definition…
- Available AP
- —
- Mining level
- 1
- Mining XP
- 0 XP
- Projected volume
- —
—
Latest extraction
No material extracted
Select a Deposit and action amount to test Mining.
Owned output
Raw Material Batches
Each extraction creates one independently owned Entity. Definitions remain live while composition and provenance remain fixed.
Server state
Latest Mining result
Run Mining or edit the catalog to inspect its command result.
System development
Blacksmithing & Refining
Classify mineral definitions, author separation processes, preview exact volume-conserving transformations, and consolidate compatible batches.
Available energy
—AP
Blacksmithing
10 XP
Materials classification
Substance tags
Tags are ECS data on each Substance definition. Mining accepts metal and rock; alloy naming recognizes metal.
Runtime definitions
Refining processes
Separation preview
Refine a material batch
Choose a source, process, and target to calculate the outputs.
Authoritative preview
No preview
Free consolidation
Combine same-form batches
Combining spends no AP and grants no XP. Both inputs are retired into one volume-exact successor.
Active owned material
Material Batches
Names are calculated live from form, composition, Substance names, and tags.
Server state
Latest Blacksmithing result
Preview or execute a transformation to inspect its result.